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  1. #1
    Community Member legendlore's Avatar
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    Default Tarcane Death knight

    ***This is a build in progress, see post 12 for an updated version & post 13 for an evasion version or just read on for a fun, different and enjoyable build (according to me of course ). This first post also describes some of the basic concepts of the build which is skipped for convenience in later posts***


    Hi everyone, got a bit of an unconventional build I've been using for a while now and thought I'd share it after getting some questions about it.

    Pondered at the name for a bit and thought I'd name it Tancane (tank-arcane) at first but that's not really true, this is not a tank build in it's general mmo purpose, since I don't tank raid bosses (nor do I intend to, I rarely play raids now a days). It's more of an tar pit (hence Tarcane) to soak up damage in the new epic content.

    It does this by wearing heavy armor and shield for as much PRR as possible and obtaining a decent ac with some dodge, displacement, miss chance from acid fog and incorporeal from wraith form while self healing with death auras, energy bursts and sometimes harm for emergencies.

    It's also a very generalist solo capable build that is able to trap, melee, dot, soak up damage, has moderate cc and has some instant death effects up its sleeve.

    note; this is posted as an "as is" build, you will see some odd stats etc. simply because that is how my character looks at the moment after odd tomes, not optimal gear setup yet etc. I'll likely update this as my character progresses and I get better gear etc.


    Pros of the build;
    +One stat to rule them all.. Int is used for melee damage, DC:s, reflex save and gives a lot of skill points (as well as bonuses in trap skills).
    +Versatile; max ranks in umd and a good mix of melee, magical and even ranged abilities when called for.
    +Survivable; PRR, decent ac, Death auras and displacement never more than a click away and incorporeal makes for a surprisingly though cookie.
    +Maxed trap skills, nice for soloing and smaller guilds without a committed trapper.
    +Can wear any armor in the game with 0% spell failure.

    Cons of the build
    -A tad low on the hp for a front line fighter (currently working on this, gear makes a lot of difference).
    -Micromanagement, some player like having a lot to do some don't. Putting this on cons though because this is not a zerging build (more of an spelunking build ^^).
    -Jack of all trades, master of none. This is not a min max build to become an expert in a single area. This makes the build hard to place in a group (trapper works though, especially if getting evasion from shadowdancer). It does however have enough in every area (DC:s, damage capability, survivability, traps etc) to perform well in epic hard (some epic elite comments regarding survivability added in post 7).



    Tarcane
    True neutral
    Elf

    Wizard 13
    Artificer 6
    Fighter 1
    Epic 5

    Starting stats*....................Buffed (playing) stats (no yugo pots, but ship included)
    Str: 16........................................28-32 (depending on Tensers or Divine P. active) (add another +2 if using vampire form)
    Dex: 10.......................................20-24 (Tensers again)
    Con: 14.......................................28-32 (Tensers again)
    Int: 18........................................44 (all level ups here)
    Wiz: 8.........................................19
    Cha: 8.........................................13/19 (depending on gear setup)

    *36pt build, just go for str 14 if 32pt build, unfortunately it's a hard build to pull of as an 28pt character I believe but str 13 and int 17 might work, just have to use another twist to round of that int

    Hp; 319 (~570 with equipment/buffs) this is something I trying to improve currently, but as a elf wizard it's though, thinking of swapping 4 str for 2 more con if I resurrect, since I don't use str for damage anyway and +2 to-hit in the new system might not be worth the ability points, makes for harder leveling though. Have yet to make a greensteel hp item as well so those that have them could potentially add another 45 hp)

    Sp; 1290 (~1950 equipped before destinies)

    Ac; ~100 +/-5 depending on active buffs, about 125 in Unyielding sentinel destiny
    PRR; 88, 103 when every buff is running (add another 20 when in Unyielding sentinel and in the right stance) (this is one of the things I wanted to try out and one reason I made the build at the u14 launch, my obtainable goal with optimal gear and setup will be about 130 PRR).

    Bab: 14 (Tensers Transformation and Divine power is used regularly)
    Fort: 11 (36-38)
    Refl: 9 (42)
    Will: 13 (33)

    Skills
    Balance: 16
    Concentration: 28
    Disable device: 28
    Open lock: 28
    Search: 28
    Spot: 11 (had some odd points, nice to have some now and then)
    Umd: 28
    Intimidate: 25
    Tumble: 6 (just one point at creation, rest is epic auto skill points)

    Feats & class order; (note this is mostly for skill points optimizing)
    Level 1: Arti; toughness
    Level 2: Arti
    Level 3; Wiz; insightful reflexes & class feat; Sf. necromancy
    Level 4; Wiz
    Level 5; Wiz
    Level 6; Wiz; Mental toughness
    Level 7; Arti
    Level 8; Wiz; Extend spell
    Level 9; Wiz; Spell penetration
    Level 10; Wiz
    Level 11; Arti; Maximize
    Level 12; Wiz; Greater spell penetration
    Level 13; Wiz
    Level 14; Wiz; Quicken spell
    Level 15; Wiz; Greater sf. necromancy)
    Level 17; Wiz (now you're a vampire/wraith)
    Level 18; Arti; Shield mastery
    Level 19; Fig; Power attack
    Level 20; Arti;
    Level 21; Feat; Improved shield mastery
    Level 24; Feat; Epic spell penetration

    Enhancements are tight but somewhat flexible so I'm just listing the most important ones here;
    Arti damage boost 2 (nice damage and needed for Battle engineer pre)
    Arti crossbow damage (wish this wasn't needed but it is for Battle engineer)
    Arti crossbow attack (same as above)
    Energy of scholar I & II (needed for Pale master I & II)
    Wizard int I,II & III
    Pale master I & II
    Battle engineer I
    Shroud of the wraith
    Cold mastery I-V (for dots, wish I could afford more)
    Electricity mastery I-V (same as above, like the flexibility of 2 damage types rather than go full on one)
    Spell penetration I,II & III
    Elven arcanum I-IV
    Elven arcane fluidity I-IV
    Fighter haste boost I
    Fighter toughness I
    Racial Toughness I & II


    Now I'm guessing there a few question marks above some heads ^^ Likely many are wondering why I have got 6 levels of Artificer and not Fighter (and Stalwart defender), well 6 Artificer gives me -10% arcane spell failure (so as an elf with blue slot I can use any armor in the game, the build deducts a whopping 35% spell failure) and lets me use my int as damage stat for any one handed weapon (great as a sword and board build). It also gives me some added bonuses of lots of skill points (with trap skills and max umd) bigger spell pool and the occasional use of rune arms for added dps when needed and last but not least endless fusillade repeater for ranged when needed.

    Why 13 levels of wizard and not 12 as many builds take? Well 13 levels of wizard gives me level 7 spells (disco ball and finger of death) and the last enhancement for spell penetration and since I'm Int based I actually have a workable DC for my spells, it also gives me caster level 15 with an arcane augmentation item (max cl for most dots) and caster level 20 if in an arcane destiny (max for most spells). Originally when I started the build back in u14 I had planed to go enchantment focused, embarrassing enough a 13 level vampire wizard has the same enchantment dc capability as a 20 level bard and I played bard cc before so thought I'd test a "bard by another name" build, but instant death capability won out and I'm now entirely necromancy focused, fits the build and death knight concept as well.


    Hope you enjoyed the build and get some inspiration to test a wild card build (think I'm alone on the server with this one ^^ and no it's not as bad as you might think, just different and not built with the min-max perspective of an mmo and instead more of the generalist perspective of pnp). A possible variation of the build is warforged adamantine docent build, but sadly arti doesn't lower docent spellfailure (that does open up for less arti levels though) but it's something I've considered trying next.



    Thanks for looking!

    feedback is always appreciated, but keep it civil and bear in mind that I do know about wizard/monk dodge builds etc, this is a prr heavy armor knight build and feedback with that in mind is highly valued
    Last edited by legendlore; 03-19-2013 at 10:46 AM.

  2. #2
    Community Member 0akenshield9's Avatar
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    Default Alternate Death Knight

    I have Falseiron, a 18/2 Wiz/Fighter that works wonders. I get Level 9 spells (Power Word Kill, Wail of the Banshee, and Meteor Swarm), and some basics from Fighter. He is Warforged (Mithril docent), thus has access to that enhancement line to reduce spell failure (-15% I believe. It's enough to have no fails by around level 9). Instead of sword/board, he TWFs with khopeshes. Not tank-edy damage, but I can still melee Trogs and even some Bearded Devils in Shroud consistently.

    If you want the trap ability, consider 18/1/1 of Wizard/Artificer/Fighter. Rogue also would work instead of Artificer. You might not have full trap ability at high-end, but you get Tier 3 PM (or Archmage V, if you go that route), all spell levels, and enough instakills to clear out a gnoll village.

    As is, looks like you have a pretty solid build, and I would love to see the Tarcane in battle!
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  3. #3
    Community Member Therigar's Avatar
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    Default

    I assume you are a Pale Master given the reference to Vampire form and that you are regularly in undead form. Is that correct?

    I also assume you have your AoE death aura running most of the time. Is that also correct?

    Lastly, how do you handle the light based spells that get cast at higher levels? I am assuming that this is still a problem for you as it is for many other Pale Master builds.

    Otherwise, an interesting build that appears well thought out. Thanks for sharing it.

  4. #4
    Community Member legendlore's Avatar
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    Quote Originally Posted by 0akenshield9 View Post
    I have Falseiron, a 18/2 Wiz/Fighter that works wonders. I get Level 9 spells (Power Word Kill, Wail of the Banshee, and Meteor Swarm), and some basics from Fighter. He is Warforged (Mithril docent), thus has access to that enhancement line to reduce spell failure (-15% I believe. It's enough to have no fails by around level 9). Instead of sword/board, he TWFs with khopeshes. Not tank-edy damage, but I can still melee Trogs and even some Bearded Devils in Shroud consistently.

    If you want the trap ability, consider 18/1/1 of Wizard/Artificer/Fighter. Rogue also would work instead of Artificer. You might not have full trap ability at high-end, but you get Tier 3 PM (or Archmage V, if you go that route), all spell levels, and enough instakills to clear out a gnoll village.

    As is, looks like you have a pretty solid build, and I would love to see the Tarcane in battle!
    Thanks, I'm currently looking into reworking the build into an warforged, mostly to be able to wear a docent of night and still get heavy armor PRR (although I hear docent PRR is currently bugged), the boon of undeath would help my damage mitigation somewhat and so would the potential use of lich form (if I drop my artificer levels or new enhancement system offers earlier access).

    Added con would be another bonus, 4 more from warforged and another 4 from lich form, that's 100 hp and 4 fort save, pretty nice and I do miss Otto's irresistible dance in particular from the higher level spells. But I would miss out on the whole Int as damage stat for melee that adds a lot of flexibility to the build, so I'm torn atm. Likely I'll see what the new enhancement system offers as build possibilities before I switch.
    The Tarcane Death knight; a solo friendly plate wearing (0% spell failure) arcane knight.

  5. #5
    Community Member legendlore's Avatar
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    Quote Originally Posted by Therigar View Post
    I assume you are a Pale Master given the reference to Vampire form and that you are regularly in undead form. Is that correct?
    Correct, thanks for pointing it out, sometimes you're so into checking stats etc that you wind up missing some of the most essential things to write ^^ I'll edit this in.

    I used artificers scroll boosting enhancements for self healing until was able to get vampire form, never used the zombie form though.

    Quote Originally Posted by Therigar View Post
    I also assume you have your AoE death aura running most of the time. Is that also correct?
    Correct again, this is the reason for Extend spell, while I have been pondering a bit on dropping Extend in favor for Mental toughness (for wraith form) but I'm currently playing through the different destinies and while I can achieve caster level 20 (and thus a reasonable spell length without Extend) in the arcane sphere it's simply to inconvenient to play without Extend outside of the arcane sphere.

    Quote Originally Posted by Therigar View Post
    Lastly, how do you handle the light based spells that get cast at higher levels? I am assuming that this is still a problem for you as it is for many other Pale Master builds.
    I'm lucky enough to have an Epic Mirror cloak that reduces the light damage by 30 (and since it does so before the damage multiplies for undead form it is pretty sufficient). I've also unlocked Embrace the light and the Unyielding sentinels blocking ability that both reduces light damage by 33% (so about 50% combined), so I can slot those in twist slots when I know I'll be in light damage heavy quests.

    I could potentially also not be in undead form and scroll heal (which is what I did before epic levels), sadly though vampire form is currently bugged and you can't leave it in quests once you've activated it.

    Quote Originally Posted by Therigar View Post
    Otherwise, an interesting build that appears well thought out. Thanks for sharing it.
    Thanks for commenting on it
    Last edited by legendlore; 10-15-2012 at 04:24 AM.
    The Tarcane Death knight; a solo friendly plate wearing (0% spell failure) arcane knight.

  6. #6
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    Great Build!
    Didnt think of the int based from Artie and the ASF stacks really? nice
    I wanted to do a PRR build but didnt think of Artie

    gl
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  7. #7
    Community Member legendlore's Avatar
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    Some updates for those epic elites as promised;

    I'm currently testing out how far I can push the "tanky-ness" of the build. Since my spell penetration and DC:s isn't good enough for epic elites anyway I've decided to swap out the entire spell penetration line for; insightful reflexes, combat expertise and bulwark of defense (I'll probably switch back later though since I enjoy flexible builds more).

    This gives me an self buffed ac of 141 in Unyielding sentinel (could potentially twist in another 12 from other epic destinies and add 7 with temporary buffs such as recitation and action boosts).

    According to this post http://forums.ddo.com/showpost.php?p...4&postcount=53 (thanks Hockeyrama) it gives me about 40% chance to avoid being hit in epic elite (assuming 160 to-hit monsters, which seems about accurate for epic elite in my experience).

    So total defense chance should be; 100 *0,6 (ac) *0,75 (incorporeal) *0,5 (displacement) *0,92 (dodge) = 20,7% chance to be hit.

    PRR is normally around 110 which gives me an damage reduction of about 44%.

    So an epic elite monster in my experience normally hits for about 180 damage, 11,2 is on average reduced from this with con-op and Vigor of battle. 168,8*0,56=94,528. 94,5-10 (damage reduction) 84,5 damage per hit on average (63,5 if actively blocking).

    84,5*0,207=17,4915, so about 17,5 damage on average per swing from enemies (or 13 if blocking). Aura regeneration is about 50 hp every 2 seconds.


    Now attack rates vary a fair bit from different enemies but my current experience is that I can more or less break even when fighting 2 enemies, and a bit more if they're slow hitting such as zombies or doing a lot of repositioning (or if I'm blocking). The real problem with an aura build is that when you get mobbed by large groups and they start to break through the regeneration rate you start to feel it pretty fast.


    Anyways, just an small update and my way of having fun with the new ac and prr system, not saying it's a good way to build for epic elites (since you're more or less on your own healing wise. Just one more wizard in the party adding auras is great though, effectively doubling the amount of enemies you can tie up, so I wonder what would happen if 6 grouped up), but it's fun to see how far you can push an concept.
    Last edited by legendlore; 12-03-2012 at 07:01 AM.
    The Tarcane Death knight; a solo friendly plate wearing (0% spell failure) arcane knight.

  8. #8
    Community Member apaurin's Avatar
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    This looks extremely interesting. I was pondering about some kind of elven vampire knight for quite some time, had in mind something along the lines of 12/6/2 wizard/fighter/rogue. Synergy with artificer never occurred to me. I will most definitely try it, probably in next life of my current artificer.
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  9. #9
    Community Member legendlore's Avatar
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    Quote Originally Posted by apaurin View Post
    This looks extremely interesting. I was pondering about some kind of elven vampire knight for quite some time, had in mind something along the lines of 12/6/2 wizard/fighter/rogue. Synergy with artificer never occurred to me. I will most definitely try it, probably in next life of my current artificer.
    thanks, I'm currently reworking the build back to my original plan as a vampire enchanter and will probably resurect my character (after reading this thread http://forums.ddo.com/showthread.php...+caster+levels and testing it out in game). With the way heighten works in ddo this would mean that a vampire wizard level 13 split could potentially get the same enchantment dc as a level 20 lich wizard (but one less than a human level 20 archmage).

    While some may see this as just a bad wizard I generally like to look at it as a enchanter bard that gains mass hold (person) and offensive damage spells at the cost of songs. I'm actually also considering using one level of bard instead of fighter just to get some bard feel and emergency fascinate ability thrown into the mix (if I can work out a decent skill point distribution).

    Will update the thread with the new build in a while.
    The Tarcane Death knight; a solo friendly plate wearing (0% spell failure) arcane knight.

  10. #10
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    Great read! I've been trying to farm out the phiarlan mirror cloak on my ranger, and pairing that with brace the light is an amazing idea. Don't forget you should also have access to block energy... not sure if or how you would use it.

    Curious, do orbs also absorb light energy or just elemental + sonic energy?

    I have heard the issue with vampire concerning their enchantment dc and bards. The power comes at a price but it looks like (at least with epic destinies) you've covered vampires weakness a whole lot.

    Amazing =)

  11. #11
    Community Member legendlore's Avatar
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    Default Vampire enchanter

    Been a while and I've been wanting to rework the original plan of enchantment focused caster a bit to see if it can be made epic elite worthy. The synergy with ranged is however stronger than melee (and staying out of range is the best epic elite defense there is) which isn't really what I wanted, but will leave it here for eventual interest.


    Elf, 36pt build
    13 wizard/ 6 artificer/1 fighter

    str: 8
    dex: 14 (for easier leveling and better reflex saves, reflex saves is worth more than a str buffer on a ranged build in my opinion)
    Con: 16
    Int: 18 (all level ups here)
    Wis: 8
    Cha: 8

    Feats;
    Point blank shot (needed for Battle engineer, use Fighter feat)
    Toughness
    Spell penetration
    Greater spell penetration
    Epic enchantment focus
    Epic spell penetration
    Spell focus enchantment
    Greater spell focus enchantment
    Past life; Arcane initiate
    Past life; Bardic dilettante
    Spell focus necromancy
    Greater spell focus necromancy
    Quicken spell
    Heighten spell


    Enchantment DC; 10 +9 (heighten, 7/8 if in a non arcane destiny) +5 (feats) +2 (item, +3 if swapping in an major focus) +2 (vampire) +3 (Magister spellschool specialist) +20 (int) =51

    52 with major focus (anyone seen these on a repeater?) equipped and 57 for when it really matters with Magister boost.

    Spell penetration; 13 (base caster levels) +2 (arcane augmentation) +5 (Magister) +3 (Piercing spellcraft) +2 (master of enchantment*) +2 (Echoes of the ancients; Magister twist) +3 (piercing spellcraft, Draconic twist) +4 (elf enhancements) +3 (wizard enhancemets) +8 (feats) +3 (item) +4 (wizard passive past lives) =52

    Enough for most things in the game and when a little more is needed (Drow priestess) fire a volley with a shattermantle repeater for spell penetration 60.

    *I've read that this is currently bugged and doesn't increase caster levels, it's likely however that it does work on casterlevels bellow 20 so worth testing.


    When doing raids, use Shiradi for dps instead of Magister.
    Last edited by legendlore; 04-10-2013 at 06:32 PM.
    The Tarcane Death knight; a solo friendly plate wearing (0% spell failure) arcane knight.

  12. #12
    Community Member legendlore's Avatar
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    Default Death knight round II

    Revised version of the original post, likely what I will resurrect into in a while so feedback is appreciated.

    ***experienced that insightful damage can't be cast from scrolls so I'll have to come back to this build and do some editing (probably adding either more strength or more artificer levels)***


    Tarcane II
    Half-elf, 36 point build
    15 wizard/ 4 artificer/ 1 fighter

    Str: 10 (just enough to get power attack with tome)
    Dex: 11
    Con: 16
    Int: 18 (all level ups here)
    Wis: 8
    Cha: 13 (for paladin dilettante)

    Physical defenses;
    Hit points: 911

    Prr: 106 (~42% mitigation)
    Dr: 15/evil +30/- when blocking
    Dodge: 16%
    Incorporeal: 25%
    Miss chance: 50% (displacement) / 20% (fog) if fighting true seeing bosses
    AC: 140 Self buffed, 123 when out of stance.
    Fort: 240%

    Saves;
    Fort: 10 (classes) 23 (ability) 57 (gear/feat/spells etc). Immune to stuns so mostly poison/disease that may be annoying on this save which gets +22 (poison) for 79 and +16 (disease) for 73 total.
    Refl: 8 (classes) 24 (ability) 63 (gear/feat/spells etc)
    Will: 15 (classes) 17 (ability) 49 (gear/feat/spells etc). Immune to all enchantments and fear so don't really care about this one.


    Feats;
    Bulwark of defense
    Combat expertise
    Dodge
    Empower spell
    Greater spell focus necromancy
    Improved shield mastery
    Insightful reflexes
    Maximize spell
    Mental toughness
    Paladin dilettante
    Power attack
    Shield mastery
    Spell focus necromancy
    Toughness
    Quicken spell

    Epic Gianthold and the new augment system has given a lot of tools for building diverse characters so including a gear list as well. Big bonus with this gear list is that it doesn't require any of the old seal/shard system gear. An setup with a planeforged halfplate and epic Darkstorm helm would likely be better (11 more prr and 2% less dodge) but I've given up on the droprates of all of the u13 epics by now.

    Gear setup;
    Head: Blue dragon helm +8 int
    Gloves: Gloves of forgotten craft
    Body: Medium blue scale (slotted with +2 dex potential)
    Cloak: Ghost waking cloak
    Belt: Daggertooth's belt
    Main hand: Balizarde
    Off hand: Bulwark of the storms fist / Corruption of nature / Madstone skull (for extra saves when needed)
    Trincet: Focus of prowess +8 con
    Necklace: Greensteel 45hp, heavy fort / Torc
    Goggles: Greensteel 150sp, con-op, exceptional cha skills +5
    Ring: Ring of hatred (could potentially be swapped in but emergency harms are needed quickly in elite epics)
    Ring swap slot: Ring of alertness / Ring of lies / Ring of the djinn / Anathema
    Bracers: Bracers of demons consort / Bracers of wind
    Boots: Rock boots level 16, mobility & dodge +1 crafted


    Advantages compared to last build;
    More dodge for even more damage mitigation
    Human versatility enhancements (I really love these and have missed them as an elf)
    2 intimidate timers
    More hp from 3 extra con and one toughness enhancement
    5 more on all saves from paladin dilettante
    Availability of Stalwart defender prestige when enhancement update comes (points will likely be extremely tight though)
    Irresistable dance/ Powerword stun for some crowd control

    Disadvantages compared to last build;
    Less PRR
    No endless fusillade and Int damage on crossbows for Shiradi gaming
    Can no longer wear all armors in game without asf


    Thoughts and feedback appreciated.
    Last edited by legendlore; 04-10-2013 at 05:34 AM.
    The Tarcane Death knight; a solo friendly plate wearing (0% spell failure) arcane knight.

  13. #13
    Community Member legendlore's Avatar
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    Default Evasion version

    Another revised version of the original post, this time a evasion version.

    ***experienced that insightful damage can't be cast from scrolls so I'll have to come back to this build and do some editing (probably adding either more strength or more artificer levels)***


    Tarcane III
    Half-elf, 36 point build
    15 wizard/ 3 artificer/ 2 Monk

    Str: 10 (just enough to get power attack with tome)
    Dex: 11
    Con: 16
    Int: 18 (all level ups here)
    Wis: 8
    Cha: 13 (for paladin dilettante)

    Physical defenses;
    Hit points: 906

    Prr: 97 (~41% mitigation)
    Dr: 15/evil +30/- when blocking
    Dodge: 18%
    Incorporeal: 25%
    Miss chance: 50% (displacement) / 20% (fog) if fighting true seeing bosses
    AC: 130 Self buffed, 114 when out of stance.
    Fort: 240%

    Saves;
    Fort: 10 (classes) 23 (ability) 58 (gear/feat/spells etc). Immune to stuns so mostly poison/disease that may be annoying on this save which gets +22 (poison) for 80 and +16 (disease) for 74 total.
    Refl: 8 (classes) 24 (ability) 64 (gear/feat/spells etc)
    Will: 15 (classes) 17 (ability) 50 (gear/feat/spells etc). Immune to all enchantments and fear so don't really care about this one.


    Feats;
    Bulwark of defense
    Combat expertise
    Dodge
    Empower spell
    Greater spell focus necromancy
    Improved shield mastery
    Insightful reflexes
    Maximize spell
    Mental toughness
    Paladin dilettante
    Power attack
    Shield mastery
    Spell focus necromancy
    Toughness
    Quicken spell


    Gear setup;
    Head: Blue dragon helm +8 int
    Gloves: Gloves of forgotten craft
    Body: Light blue scale
    Cloak: Ghost waking cloak
    Belt: Daggertooth's belt
    Main hand: Balizarde
    Off hand: Bulwark of the storms fist / Corruption of nature / Madstone skull (for extra saves when needed)
    Trincet: Focus of prowess +8 con
    Necklace: Greensteel 45hp, heavy fort / Torc
    Goggles: Greensteel 150sp, con-op, exceptional cha skills +5
    Ring: Ring of hatred (could potentially be swapped in but emergency harms are needed quickly in elite epics)
    Ring swap slot: Ring of alertness / Ring of lies / Ring of the djinn / Anathema / Cannith crafted 2% dodge, large guildslot
    Bracers: Bracers of demons consort / Bracers of wind
    Boots: Rock boots level 16, mobility & dodge +1 crafted


    Advantages compared to post 12 build;
    Even more dodge (and a lot more dodge potential, if a bard is in party or twists would be used)
    Evasion
    1 better in all saves
    Balance as class skill
    Clear up a blue slot in armor

    Disadvantages compared to post 12 build;
    Even less PRR (still with the PRR diminishing returns system the actual loss is only about 1% mitigation)
    No fighter haste boost
    10 less AC
    Lose intimidate
    5 less hp
    Must be lawful
    Hopefully temporary; Masters touch being changed to an artificer buff and doesn't stack with deadly weapons, will likely wait for an official wording on this before I try this build out

    Thoughts and feedback appreciated, having a hard time weighing the advantages and disadvantages to decide on the build for my next life
    Last edited by legendlore; 04-10-2013 at 05:34 AM.
    The Tarcane Death knight; a solo friendly plate wearing (0% spell failure) arcane knight.

  14. #14
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    This looks like a really fun build! I've never heard of using your intelligence modifier for melee damage... and I have been unable to find information about that on the Artificer wiki page. Can you please explain exactly where that ability comes from?

    Thanks!
    Furian

  15. #15
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    I'm enjoying reading these builds... there's some creative thinking going on here, and for that I'm throwing a +1 to you. The reason why I like them is because I plan on TRing my cleric into wizard just for the past life... and I want to swap the least amount of gear possible on my road to 3x wizard 3x cleric. I think this does the trick perfectly... heck if I win a +5 heart from the ddo lottery I can easily get an arti past life too.

    Still on my first cleric life but I'll be seeking out gear as I go.

    Wonderful post... keep us informed if you come up with other ideas.

  16. #16
    Community Member moriedhel's Avatar
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    Quote Originally Posted by sheintao View Post
    This looks like a really fun build! I've never heard of using your intelligence modifier for melee damage... and I have been unable to find information about that on the Artificer wiki page. Can you please explain exactly where that ability comes from?

    Thanks!
    I believe he is referring to this http://ddowiki.com/page/Insightful_Damage

  17. #17
    Community Member legendlore's Avatar
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    Quote Originally Posted by aeroplanefly View Post
    I'm enjoying reading these builds... there's some creative thinking going on here, and for that I'm throwing a +1 to you. The reason why I like them is because I plan on TRing my cleric into wizard just for the past life... and I want to swap the least amount of gear possible on my road to 3x wizard 3x cleric. I think this does the trick perfectly... heck if I win a +5 heart from the ddo lottery I can easily get an arti past life too.

    Still on my first cleric life but I'll be seeking out gear as I go.

    Wonderful post... keep us informed if you come up with other ideas.
    Thanks, just be warned tough (if you're using it as a tr build) that like many heavily multi-classed builds it comes into its own rather late. This could of course be adjusted by taking class levels in a different order and it does have very smooth early leveling with the artificer levels. Since it's quite versatile I also found it fun to level through different destinies with if you'll stay at epic levels a while.
    The Tarcane Death knight; a solo friendly plate wearing (0% spell failure) arcane knight.

  18. #18
    Community Member legendlore's Avatar
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    Quote Originally Posted by moriedhel View Post
    Quote Originally Posted by sheintao View Post
    This looks like a really fun build! I've never heard of using your intelligence modifier for melee damage... and I have been unable to find information about that on the Artificer wiki page. Can you please explain exactly where that ability comes from?

    Thanks!
    I believe he is referring to this http://ddowiki.com/page/Insightful_Damage
    That is indeed the one.

    Unfortunately I've just discovered the other day that it can't be cast from scroll, so I'll have to rework my 2 latest build versions a bit (either more strength or more artificer levels).

    While the spell states that it can be cast on a single handed weapon as long as it's the only weapon you're holding the current coding seems to cast it on the scroll you're holding in your main hand, not the off-hand weapon. Bug reported it but don't have high hopes, hard to know if it's a bugged ability or just a badly worded spell description.
    The Tarcane Death knight; a solo friendly plate wearing (0% spell failure) arcane knight.

  19. #19
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    I'm guessing with the high INT you're looking to be an offensive caster as well? Not a buff caster only?

  20. #20
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    I've been playing wizard monk builds for a couple years now, and just love it. I really like what you've done here. I have a couple questions for you though:

    1) AC: 130 Self buffed, 114 when out of stance.
    Monk stances are out of the question with this build because you will never be centered. I'm assuming the 2 monk levels are just for evasion (well worth it)? What stance are you talking about in the above line?

    2) Cha: 13 (for paladin dilettante)
    What is the purpose of this? Saves?
    Furian

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